Hey, everyone! I've been banging my head against the wall for half a year (!) about a particular issue for a personal project. I have this character, rigged in Maya (previously rigged in C4D as well), who I'm going to export to Unreal Engine 4. This character has eyeballs that are non-spherical, as in not perfectly round.…
I'm trying to generate some height maps in substance designer and then exporting them for adding tileable height to sculpts in Zbrush. Sometimes using noisemaker, sometimes just using as alpha for a drag rectangle or something. Right now I'm exporting the height map directly from substance. Anyway, I can't work out how to…
DarthNater: There is an option to use your Folder name as the suffix, just rename your layerSet (group) to "TestName" and add the parameter -n. The name should now look like this "TestName -n" when you export your layer it will automaticly be called NamePSD_TestName.tga kdm3d: If you add an alpha channel to you file, you…
**solved** I've had little luck finding a good exporter to use with multiple objects in a maya scene. I'm looking for something that will do a fbx export to a specified directory using the object's names to generate individual files for each object. Using Maya 2016.
Anybody know how to handle the action editor in Blender 3.0? Been trying to get a character walk cycle into Toolbag. I rerigged a rigify system to simple bones, animated a walk cycle and exported the simple rig and character meshes via fbx to Toolbag 4. The character imports facing a 45 degree direction at about 50 times…
Hi everyone, Before i decide to make a thread i have read a lot on this issue and just got more confuse. Here the problem : I have a box and a cylinder and i made a 40 degree rotation on the cylinder x axis then i select both obj and export fbx with animations check and also bake animation, when i import the fbx in MD the…
Hi Everyone, i hope i find some tilt brush peoples here. Iam currently on a VR project with unity, we use the exported FBX files from tilt brush. inside the fbx, tilt does not save the actual stroke positions or UVs it just puts them wildly on the polys as squares. Simple strokes does work, but complex object fail because…
if theres no exporter for 9 in the freeSDK tools folder, then theres no exporter for 9. you could try use the old one from cryengine 2, but theres a pretty slim chance itll work. so i guess youre stuck with using the FBX exporter unless youre able to upgrade max.
I'm having this issue with the export in Substance Painter 2 when I export all the maps they're all 16kb black textures. If I change it from .png it .tga it makes them all 16mb black textures, same with every other file format.